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<blockquote data-quote="IronWolf" data-source="post: 5765705" data-attributes="member: 21076"><p>First, to echo Qik, let's keep name calling and condemning certain GMing habits out of the discussion. We are here to have fun and this thread is simply to talk over time based xp and gather people's opinions and thoughts on it and come up with a workable arrangement.</p><p></p><p>I am still forming my opinion on the topic of time based xp, so some of my post might be a bit of a rambling jaunt. I like empowering GMs, but at the same time it is only fair that a player expect some consistency across games. It is one of the hazards of "organized play" that a GM ends up doing some extra work to keep things on a fair and level playing field for the greater good of the Living world. I am the first to admit that I run a much looser game in my home games than I do here. So with that said...</p><p></p><p></p><p></p><p>A lot of what we do in Living World play is to provide a consistent world for players to play in. So they can learn the rules of the world and know it can be applied across the board. To gain this consistency we do as GMs give up a bit of freedom to help the make the Living World as a whole better. So I agree with GlassEye that we should not undervalue this consistency.</p><p></p><p></p><p></p><p>In <em>Roaming Dead's</em> case the adventure rules say that there may be a short intermission during the course of adventure to allow leveling up. So at least in this case there may be a mixed signal.</p><p></p><p>If we go towards the GM and judge determine when XP hits then I think it will become more important for the adventure rules to be stated up front when the pitch is made in the Inn, so players will know up front whether the structure of the game meets their expectations.</p><p></p><p></p><p></p><p>Some of it is tracking when you level so you know when to apply the higher tbx award amount for being higher level. It seems to me this is a littler easier to track along the way than to go back through what could be a very long thread and track it. So simply from the "meta" standpoint, tracking as we go seems easier. I believe an argument could be made to reach a level for xp tracking and such, but not actually apply the level mid-adventure.</p><p></p><p></p><p></p><p>I agree that GMing is a lot of work. We are just re-evaluating an area to see if there is too much gray that is in actuality causing more work for the GM. There is a certain amount of overhead when running "organized" play games that comes along with it. We just need to be sure the extra work is for the greater good and not unnecessarily adding work that doesn't have a pay off.</p><p></p><p></p><p></p><p>I have not watched this game, so take my comments with the grain of salt. But if there are two weeks between posts I have to question whether it isn't time to re-evaluate and create an exit point from the game. This sounds an extreme case and probably not one to base tbx and mid-adventure leveling on as it seems pretty outside the norm. Again, I have not followed that adventure, so my observations could be out of whack.</p><p></p><p></p><p></p><p>As mentioned above, the adventure rules did state there was a possibility of leveling up during the course of the adventure. Though I don't think anyone is whining about it, just someone saw something that didn't match how they thought tbx worked and brought it up. Talking it out and sorting it out as an area we might need to better define could reduce work in the long run as jkason said.</p><p></p><p>As a player in this game, it feels like this is going to be a shorter adventure, so I really have no issue not leveling up mid-game. My opinion would likely differ if this was a longer adventure.</p><p></p><p></p><p></p><p>Fair and consistent. Consistent could mean a blanket rule for all of LPF or it could mean, the GM posts their adventure rules up front in the first pitch for the adventure in the Inn and the player knows whether they want in on the game from the get go.</p><p></p><p></p><p></p><p>This is sort of my thought. It seems easier to keep up with these meta things along the way, updating the first post with links than to retroactively go back through and try to figure it all out. I know from some of my PFS games I kick myself for forgetting if a player finished their faction mission and having to go back through a very long thread to see.</p><p></p><p></p><p></p><p>Good point. There is a distinction between tbx awards and the actual leveling of a character during the adventure.</p></blockquote><p></p>
[QUOTE="IronWolf, post: 5765705, member: 21076"] First, to echo Qik, let's keep name calling and condemning certain GMing habits out of the discussion. We are here to have fun and this thread is simply to talk over time based xp and gather people's opinions and thoughts on it and come up with a workable arrangement. I am still forming my opinion on the topic of time based xp, so some of my post might be a bit of a rambling jaunt. I like empowering GMs, but at the same time it is only fair that a player expect some consistency across games. It is one of the hazards of "organized play" that a GM ends up doing some extra work to keep things on a fair and level playing field for the greater good of the Living world. I am the first to admit that I run a much looser game in my home games than I do here. So with that said... A lot of what we do in Living World play is to provide a consistent world for players to play in. So they can learn the rules of the world and know it can be applied across the board. To gain this consistency we do as GMs give up a bit of freedom to help the make the Living World as a whole better. So I agree with GlassEye that we should not undervalue this consistency. In [i]Roaming Dead's[/i] case the adventure rules say that there may be a short intermission during the course of adventure to allow leveling up. So at least in this case there may be a mixed signal. If we go towards the GM and judge determine when XP hits then I think it will become more important for the adventure rules to be stated up front when the pitch is made in the Inn, so players will know up front whether the structure of the game meets their expectations. Some of it is tracking when you level so you know when to apply the higher tbx award amount for being higher level. It seems to me this is a littler easier to track along the way than to go back through what could be a very long thread and track it. So simply from the "meta" standpoint, tracking as we go seems easier. I believe an argument could be made to reach a level for xp tracking and such, but not actually apply the level mid-adventure. I agree that GMing is a lot of work. We are just re-evaluating an area to see if there is too much gray that is in actuality causing more work for the GM. There is a certain amount of overhead when running "organized" play games that comes along with it. We just need to be sure the extra work is for the greater good and not unnecessarily adding work that doesn't have a pay off. I have not watched this game, so take my comments with the grain of salt. But if there are two weeks between posts I have to question whether it isn't time to re-evaluate and create an exit point from the game. This sounds an extreme case and probably not one to base tbx and mid-adventure leveling on as it seems pretty outside the norm. Again, I have not followed that adventure, so my observations could be out of whack. As mentioned above, the adventure rules did state there was a possibility of leveling up during the course of the adventure. Though I don't think anyone is whining about it, just someone saw something that didn't match how they thought tbx worked and brought it up. Talking it out and sorting it out as an area we might need to better define could reduce work in the long run as jkason said. As a player in this game, it feels like this is going to be a shorter adventure, so I really have no issue not leveling up mid-game. My opinion would likely differ if this was a longer adventure. Fair and consistent. Consistent could mean a blanket rule for all of LPF or it could mean, the GM posts their adventure rules up front in the first pitch for the adventure in the Inn and the player knows whether they want in on the game from the get go. This is sort of my thought. It seems easier to keep up with these meta things along the way, updating the first post with links than to retroactively go back through and try to figure it all out. I know from some of my PFS games I kick myself for forgetting if a player finished their faction mission and having to go back through a very long thread to see. Good point. There is a distinction between tbx awards and the actual leveling of a character during the adventure. [/QUOTE]
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